Bardic_Knowledge
Chieftain
- Joined
- Feb 14, 2019
- Messages
- 5
I've come up with some ideas for mod civs, but have no skill at modding, so I'm going to post them here to see if anyone adopts them:
First up, two ideas from Magic: the Gathering: Nicol Bolas's Amonkhet and Jace Beleren's Ravnica.
Civilization: Amonkhet
Leader: Nicol Bolas
Leader Bonus: God-Pharaoh's Lies: -2 diplomatic visibility towards Bolas. Cities start with a free monument.
Agenda: Knowledge is Power: Likes Intelligent Civs with a strong Military. Dislikes Civs with high Culture and low military.
Civilization Ability: May We Be Found Worthy: No war weariness. +20% Production towards land units.
Unique Units: The Eternals: No upkeep, cannot be purchased. 50% weaker than the units they replace (Eternal Warrior/Swordsman/etc).
Unique Infrastructure: Proving Grounds: Replaces Entertainment District and its buildings. Inherent +1 Amenity.
-Trial of Solidarity: +1 Amenity, Eternals get a promotion giving them +25% strength when beside each other. (Replaces Arena)
-Trial of Knowledge: +2 Science, Eternals gain experience faster. (Discovered in Guilds)
-Trial of Strength: +1 Amenity, Eternals get +50% strength (cumulative by number of Trials of Strength). (Replaces Zoo)
-Trial of Ambition: +2 Production, Eternals are easier to produce. (Discovered in Mobilization)
-Trial of Zeal: +2 Culture, 25% chance of converting a killed unit to an Eternal. (Replaces Stadium)
City Names: Naktamun, Shefet, Ramunap, Ifnir, Hashep, Ipnu, Luxa, Rhonas, Bontu, Kefnet, Oketra, Hazoret
Civilization: Ravnica
Leader: Jace Beleren
Leader Bonus: The Living Guildpact: Cities get a bonus amenity for each different Specialty District.
Agenda: Do Try and Get Along: Likes happy Civs that aren't at war. Dislikes Civs that are at war and Civs with low Housing or Amenities.
Civilization Ability: City of Guilds: All Specialty Districts other than Aerodome and Spaceport are replaced with Guild-based districts that have an added ability.
Unique Units: Transguild Courier: A trade unit that doubles the output. Discovered in "Guilds," replacing normal traders.
Unique Infrastructure: Guilds:
-Campus Izzet Boilerworks (Additional +1 production per 5 population)
-Holy Site Orzhov Basilica (Additional +1 gold per 4 population)
-Theatre Square Azorius Chancery (Additional +1 housing per district-building)
-Encampment Boros Garrison (Additional Units trained in city gain special formation promotion)
-Harbor Simic Growth Chamber (Additional +1 science per ocean resource)
-Commercial Hub Rakdos Carnarium (Additional +1 amenities per district-buildings)
-Industrial Zone Golgari Rot Farm (Additional +1 food per 10 production)
-Entertainment Complex Selesnya Sanctuary (Additional +1 amenity per 10 population)
-Aqueduct Dimir Aqueduct (Additional Increased Spy effectiveness)
-Neighborhood Gruul Turf (Additional +3 housing)
City Names: Ravnica, Prahv, Orzhova, Duskmantle, Nivix, Rix Maadi, Svogthos, Skarrg, Sunhome, Vitu-Ghazi, Novijen
The other is the Castlevania civilization, with four different leaders, each of which once ruled Castle Dracula.
Civilization: Castlevania
Leader: Dracula
Leader Bonus: Lord of Darkness: When fighting barbarians or Civs in a Dark Age, Dracula's units get a 50% boost.
Agenda: Miserable Little Pile of Secrets!: Tries to have a spy guarding every city. Hates Civs who spy.
Leader: Richter Belmont
Leader Bonus: Mankind Ill-Needs a Saviour Such As You: Religious influence from other religions halved. Religious units are twice as strong.
Agenda: What Need for a Shepherd When the Wolves Are Gone?: Likes Civs with high Science and up-to-date or advanced units, dislikes Civs with low Science and Religion.
Leader: Adrian "Alucard" Tepes
Leader Bonus: Dark Metamorphosis: During Dark Ages, units heal when they attack.
Agenda: Theirs is Already a Hard Lot: Likes Civs at peace, dislikes Civs at war with lower-tech/culture Civs.
Leader: Soma Cruz
Leader Bonus: Power of Dominance: 30% chance of converting defeated units.
Agenda: Matthew 16:26: Soma likes other Civs with high Culture and Religion, and dislikes Civs with high Military and low Religion.
Civilization Ability: Rises But Once Every Century: Whenever the World Era changes, all units and cities heal to full, and you get bonus Great Person points.
Unique Units: Skeleton Warriors: Weaker than the slingers they replace, but also half as much to build.
Unique Infrastructure: The Clock Tower: Gained in Engineering, +2 Production, +1 Science, +1 Great Engineer Points.
City Names: Castle Dracula, Targoviste, Gresit, Braila, Lupu, Aldra, Aljiba, Fetra, Ghulash, Jova, Oldon, Veros, Cordova Town, Wygol Village
Anyone interested?
First up, two ideas from Magic: the Gathering: Nicol Bolas's Amonkhet and Jace Beleren's Ravnica.
Civilization: Amonkhet
Leader: Nicol Bolas
Leader Bonus: God-Pharaoh's Lies: -2 diplomatic visibility towards Bolas. Cities start with a free monument.
Agenda: Knowledge is Power: Likes Intelligent Civs with a strong Military. Dislikes Civs with high Culture and low military.
Civilization Ability: May We Be Found Worthy: No war weariness. +20% Production towards land units.
Unique Units: The Eternals: No upkeep, cannot be purchased. 50% weaker than the units they replace (Eternal Warrior/Swordsman/etc).
Unique Infrastructure: Proving Grounds: Replaces Entertainment District and its buildings. Inherent +1 Amenity.
-Trial of Solidarity: +1 Amenity, Eternals get a promotion giving them +25% strength when beside each other. (Replaces Arena)
-Trial of Knowledge: +2 Science, Eternals gain experience faster. (Discovered in Guilds)
-Trial of Strength: +1 Amenity, Eternals get +50% strength (cumulative by number of Trials of Strength). (Replaces Zoo)
-Trial of Ambition: +2 Production, Eternals are easier to produce. (Discovered in Mobilization)
-Trial of Zeal: +2 Culture, 25% chance of converting a killed unit to an Eternal. (Replaces Stadium)
City Names: Naktamun, Shefet, Ramunap, Ifnir, Hashep, Ipnu, Luxa, Rhonas, Bontu, Kefnet, Oketra, Hazoret
Civilization: Ravnica
Leader: Jace Beleren
Leader Bonus: The Living Guildpact: Cities get a bonus amenity for each different Specialty District.
Agenda: Do Try and Get Along: Likes happy Civs that aren't at war. Dislikes Civs that are at war and Civs with low Housing or Amenities.
Civilization Ability: City of Guilds: All Specialty Districts other than Aerodome and Spaceport are replaced with Guild-based districts that have an added ability.
Unique Units: Transguild Courier: A trade unit that doubles the output. Discovered in "Guilds," replacing normal traders.
Unique Infrastructure: Guilds:
-Campus Izzet Boilerworks (Additional +1 production per 5 population)
-Holy Site Orzhov Basilica (Additional +1 gold per 4 population)
-Theatre Square Azorius Chancery (Additional +1 housing per district-building)
-Encampment Boros Garrison (Additional Units trained in city gain special formation promotion)
-Harbor Simic Growth Chamber (Additional +1 science per ocean resource)
-Commercial Hub Rakdos Carnarium (Additional +1 amenities per district-buildings)
-Industrial Zone Golgari Rot Farm (Additional +1 food per 10 production)
-Entertainment Complex Selesnya Sanctuary (Additional +1 amenity per 10 population)
-Aqueduct Dimir Aqueduct (Additional Increased Spy effectiveness)
-Neighborhood Gruul Turf (Additional +3 housing)
City Names: Ravnica, Prahv, Orzhova, Duskmantle, Nivix, Rix Maadi, Svogthos, Skarrg, Sunhome, Vitu-Ghazi, Novijen
The other is the Castlevania civilization, with four different leaders, each of which once ruled Castle Dracula.
Civilization: Castlevania
Leader: Dracula
Leader Bonus: Lord of Darkness: When fighting barbarians or Civs in a Dark Age, Dracula's units get a 50% boost.
Agenda: Miserable Little Pile of Secrets!: Tries to have a spy guarding every city. Hates Civs who spy.
Leader: Richter Belmont
Leader Bonus: Mankind Ill-Needs a Saviour Such As You: Religious influence from other religions halved. Religious units are twice as strong.
Agenda: What Need for a Shepherd When the Wolves Are Gone?: Likes Civs with high Science and up-to-date or advanced units, dislikes Civs with low Science and Religion.
Leader: Adrian "Alucard" Tepes
Leader Bonus: Dark Metamorphosis: During Dark Ages, units heal when they attack.
Agenda: Theirs is Already a Hard Lot: Likes Civs at peace, dislikes Civs at war with lower-tech/culture Civs.
Leader: Soma Cruz
Leader Bonus: Power of Dominance: 30% chance of converting defeated units.
Agenda: Matthew 16:26: Soma likes other Civs with high Culture and Religion, and dislikes Civs with high Military and low Religion.
Civilization Ability: Rises But Once Every Century: Whenever the World Era changes, all units and cities heal to full, and you get bonus Great Person points.
Unique Units: Skeleton Warriors: Weaker than the slingers they replace, but also half as much to build.
Unique Infrastructure: The Clock Tower: Gained in Engineering, +2 Production, +1 Science, +1 Great Engineer Points.
City Names: Castle Dracula, Targoviste, Gresit, Braila, Lupu, Aldra, Aljiba, Fetra, Ghulash, Jova, Oldon, Veros, Cordova Town, Wygol Village
Anyone interested?